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Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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In Front of Chinju
Pusan Perimeter #41
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP041
Total
Side 1 1
Draw 3
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-31
Start Time 05:00
Turn Count 18
Visibility Day & Night
Counters 45
Net Morale 1
Net Initiative 1
Maps 1: 94
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 148
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

After a 45-minute artillery barrage, the North Koreans commenced an infantry assault against Company F of the 19th Infantry Regiment’s 2nd Battalion. The Americans held for about two hours, then broke and ran with the North Koreans hard on their heels and in some places interspersed with them. The enemies were still running alongside one another when the North Koreans commenced their assault on the second line of American positions.

Conclusion

The North Koreans made good use of the unintentional cover provided by the fleeing Americans. Some American machine-gunners opened fire on the mixed groups anyway. Adding to the confusion, the regimental commander, Col. Ned Moore, had sent hundreds of replacements into the line the previous afternoon, some of whom died without ever reaching their assigned platoons. After a brief stand the Americans pulled back in some disorder.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
United States Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Scen 41

The scenario calls for 2 US Sergeants but there is only 1 Sergeant counter. I left the sergeant in the on-board force and added another random Lieutenant to the retreating force that enters on turn 1.

(thomaso827 on 2015 Apr 17)

Display AARs (2)

I Dont Know Why I Go to Extremes
Author thomaso827
Method Solo
Victor Draw
Play Date 2015-04-17
Language English
Scenario KWPP041

This scenario has a group of US troops running down from the north on turn 1, as well as a company of NKPA SMGs and one of NKPA regular infantry with their leaders. I set up the initial US on board force along the north edge of the two large hill masses and one stack with a SGT and 2 US infantry on the southern 40M hill on the northeast side of the map. The historical side of this is that the US troops were in a general retreat and were followed so closely by the NKPA that the other US troops trying to hold a line ended up firing into the general mass of troops. The US starts turn 1 with an initiative of 6 and then goes to 3 for the rest of the game, but this did my US side little good, rolling a 1 for them vs a 5 for the NK. The NKPA entered the board first, which is mixed blessings, giving the US retreating force the opportunity to enter somewhere away from them. I split the retreating force with two stacks to the east of the middle, heading for the high ground, and the other stack to the west of the center. The NKPA entered with the Major leading the majority right down the road into the central town hexes, the lead stack with the T-34 single step and 2 of the SMG units with their Captain. The other 2 stacks of NKPA came in right in the middle of the fleeing US troops on the east side of the board. First shots fired by the NKPA killed two steps and demoralized one of the retreating stacks right off the bat. The US drew pretty poor leaders while the NKPA drew among the best available, and both sides took turns rolling 2s and 12s, with a death toll that added up pretty quickly, but as the NKPA started assaulting the US line, the luck changed on both sides and the board stagnated, each side losing an occasional step but mostly losing morale, leaders fleeing only to regain their composure and return to action a few turns later. The retreating US troops that survived the initial onslaught to the east managed to make it to the woods adjacent to the hill where one stack was dug in, and the western most US troops were assaulted by a stack of NKPA infantry that moved west out of the town to attack while the rest moved south to try to engage the line. The first NK loss ended up being the T-34 step to the adjacent shot from the recoilless rifle, while the US bazooka survived had no targets to engage any further. As the battle became a fixed piece fight along the US line, the NKPA losses added up just a little bit quicker than those of the US, but losing a few leaders caused further stagnation, and at the end, only 2 assaults were still going on, the rest of the NKPA and US troops hunkered down watching for another opportunity for direct fire that didn't seem to come. In the end, it was a draw, US killing 11 steps to 7 steps lost. Great little battle.

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Korean War: Pusan Perimeter, scenario #41: In Front of Chinju
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2019-02-25
Language English
Scenario KWPP041

Korean War: Pusan Perimeter, scenario #41: In Front of Chinju

An interest scenario. The Americans have one force in retreat, entering the north edge of the map followed by the closing North Koreans and a second group of Americans already on the map holding the line but having difficulty firing on these mixed groups of friendly and enemy soldiers.

It was chaos from the start of the scenario until the end. One group of the retreating Americans entered the closest city a good choice while the other two stacks make a run for their secondary lines in the open terrain instead of the hills, a bad choice. The North Korean followed closely with both groups and had better success in the open terrain, not only that but they had artillery support of a total of 38 points, while the Americans had none. During the battle the NKPA rolled a 2 once and a 12 once with their artillery giving them 2 extra points of eliminated American steps and most likely a victory instead of a draw.

The NKPA get a minor victory by one point, if not for the good artillery dice rolls and the one group of Americans retreating in the open, I am pretty sure this would have been a draw. Certainly worth playing again someday to find out and an interesting situation to play.

1 Comment
2019-02-25 11:12

I did have to find an extra American SGT counter for scenario #41, as there is one short.

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